///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-05-15
// Updated : 2011-05-15
// Licence : This source is under MIT licence
// File    : test/gtx/vector_angle.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////

#include <glm/glm.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <iostream>
#include <limits>

int test_angle()
{
    int Error = 0;
    
	float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
    Error += glm::equalEpsilon(AngleA, 45.f, 0.01f) ? 0 : 1;
	float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
    Error += glm::equalEpsilon(AngleB, 45.f, 0.01f) ? 0 : 1;
	float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
    Error += glm::equalEpsilon(AngleC, 45.f, 0.01f) ? 0 : 1;
 
    return Error;
}

int test_orientedAngle_vec2()
{
    int Error = 0;
    
	float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
    Error += AngleA == 45.f ? 0 : 1;
	float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));    
    Error += AngleB == -45.f ? 0 : 1;
	float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
    Error += AngleC == 45.f ? 0 : 1;
 
    return Error;
}

int test_orientedAngle_vec3()
{
    int Error = 0;
    
	float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
    Error += AngleA == 45.f ? 0 : 1;
	float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));    
    Error += AngleB == -45.f ? 0 : 1;
	float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));    
    Error += AngleC == 45.f ? 0 : 1;
    
    return Error;
}

int main()
{
	int Error = 0;
	Error += test_angle();
    Error += test_orientedAngle_vec2();
	Error += test_orientedAngle_vec3();

	return Error;
}


